[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-95909":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":9,"language":9,"languages":9,"totalLinesOfCode":9,"stars":10,"forks":11,"watchers":11,"openIssues":12,"contributorsCount":12,"subscribersCount":12,"size":12,"stars1d":12,"stars7d":12,"stars30d":11,"stars90d":12,"forks30d":12,"starsTrendScore":12,"compositeScore":13,"rankGlobal":9,"rankLanguage":9,"license":14,"archived":15,"fork":15,"defaultBranch":16,"hasWiki":17,"hasPages":15,"topics":18,"createdAt":9,"pushedAt":9,"updatedAt":19,"readmeContent":20,"aiSummary":21,"trendingCount":12,"starSnapshotCount":12,"syncStatus":22,"lastSyncTime":23,"discoverSource":24},95909,"shader-for-interfaces","v2space-labs\u002Fshader-for-interfaces","v2space-labs","Agent Skill for designing, building, debugging, and validating focused GPU effects in product interfaces.",null,105,1,0,0.9,"MIT License",false,"main",true,[],"2026-09-21 02:04:29","# Shader for Interfaces\n\nShader for Interfaces is an MIT-licensed agent skill for designing, building, debugging, and visually validating focused GPU effects inside product interfaces. It covers renderer selection, contained Three.js\u002FWebGL2\u002FGLSL and vgpu\u002FWebGPU\u002FWGSL work, modest particles and data surfaces, UI integration, performance, accessibility, and browser verification.\n\nThe skill is portable across agents and frameworks. Its instructions have no runtime dependency. vgpu is optional application code and is added only when the renderer decision justifies it; Node.js is needed only for the Skills CLI, package-local vgpu tooling, or Node pixel checks.\n\nThe current release is version `0.1.0`, published `2026-08-30` with Git tag `v0.1.0`. The canonical repository is `v2space-labs\u002Fshader-for-interfaces`.\n\n## Install\n\nInstall with the Skills CLI:\n\n~~~bash\nnpx skills@latest add v2space-labs\u002Fshader-for-interfaces \\\n  --skill shader-for-interfaces \\\n  --yes\n~~~\n\nAdd `--global` to install for all supported agents on the machine. For manual installation, copy the complete `shader-for-interfaces\u002F` directory to the agent's documented skills location and keep `SKILL.md`, `references\u002F`, `README.md`, and `LICENSE` together.\n\nStart a new task or conversation after installation so the agent rescans available skills.\n\n## Use it\n\nDescribe the task naturally or invoke the skill by name. For example:\n\n### Choose a renderer\n\n~~~text\nUse shader-for-interfaces to decide whether this effect should use CSS, SVG, Canvas 2D,\nThree.js\u002FWebGL, or vgpu\u002FWebGPU\u002FWGSL. Do not change files. Explain the tradeoffs,\nfallback, performance constraints, and browser checks.\n~~~\n\n### Build an effect\n\n~~~text\nUse shader-for-interfaces to build a restrained pointer-responsive shader behind this\npricing header. Keep text and controls in the DOM, reuse existing design tokens, support\nreduced motion, and verify the real page on desktop and mobile.\n~~~\n\n### Diagnose a shader\n\n~~~text\nUse shader-for-interfaces to diagnose why this ShaderMaterial renders black after resize.\nExplain the cause first, then implement the smallest safe fix and test the real page.\n~~~\n\n### Build a data surface\n\n~~~text\nUse shader-for-interfaces to map this dataset to a small GPU terrain. Preserve units,\ndomain, missing values, a legend, and an accessible DOM alternative. Keep decorative\nmotion separate from represented data.\n~~~\n\n## Scope\n\nThis skill handles focused, contained surfaces: one effect or draw, modest particles or data, and fixed quality caps informed by measurement. Dependent render targets, feedback or simulation state, formal render graphs, measured adaptive-quality controllers, and renderer migrations are outside its scope. When a request crosses that boundary, the skill should identify the unsupported requirements instead of presenting a partial system as complete.\n\nThe MIT license permits commercial and client work. Scope is based on technical complexity, not usage rights.\n\n## Helpful context\n\nProvide what you know; the skill should label small reversible assumptions instead of turning every missing detail into a question.\n\n- The project and target surface.\n- A screenshot, reference, or plain-language visual direction.\n- The effect's UI role and content that must remain readable.\n- Applicable interaction states and the condition that makes the surface ready.\n- Target devices, browsers, performance constraints, and reduced-motion needs.\n- Existing design tokens, palette sources, assets, and their licenses.\n- For data work: fields, units, domain, missing-value behavior, and legend requirements.\n\n## License\n\nShader for Interfaces is available under the [MIT License](LICENSE). The full license controls if this summary differs from its terms.\n","这是一个面向产品界面的GPU着色器开发辅助工具，专为设计、构建、调试和可视化验证轻量级GPU特效（如响应式背景、数据表面、粒子效果）提供结构化能力。核心支持Three.js\u002FWebGL2\u002FGLSL与vgpu\u002FWebGPU\u002FWGSL双渲染路径决策，内置浏览器兼容性检查、性能约束分析、无障碍适配（如减少运动）、DOM集成及真实页面验证。适用于Web前端工程师在中低复杂度UI场景中快速落地高质量GPU加速视觉效果，不适用于需复杂渲染图、状态反馈或自适应画质控制的系统级图形应用。",2,"2026-09-06 02:30:03","CREATED_QUERY"]